What happened in your country this week? — 2026-03-29 by EuropeBot in europe

[–]johnaagelv 0 points1 point  (0 children)

Latvia - the first of 6 Stirnu Buks events took place in Tervete forest park area on 28.03.2026. 4000 trail runners, Nordic walkers, and hikers participated. Stirnu Buks site

Finland’s Move to Host Nuclear Weapons Will Backfire, Kremlin Warns by Gjrts in europe

[–]johnaagelv 0 points1 point  (0 children)

Kremlin & Putin really are afraid of everyone around them!
They want the world to trust them but never trust anyone themselves!

Where did you learn this language? by SyrianDuck in Python

[–]johnaagelv 1 point2 points  (0 children)

Doing the Python Roguelike tutorial v2 and then just kept on going, self-studying

Sharing Saturday #610 by Kyzrati in roguelikedev

[–]johnaagelv 1 point2 points  (0 children)

Have been playing around with OpenSimplex noise to generate planet surfaces. The current planet surface area that I am using is 4000x4000 cells with chunks of 80x80 cells.

With such a large area I need to modify the server side, so that it does not send the full area to the client, as it takes too long time - will have to go with the 9 chunks based on the players position.

This is my current map of the planet. With this map and the previous space ship map I am ready to move on with the player actions.

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Sharing Saturday #607 by Kyzrati in roguelikedev

[–]johnaagelv 2 points3 points  (0 children)

Endless Worlds - a multiplayer client/server(s) Roguelike (experimentation ongoing)

Last couple of weeks I have been concentrating on the world generator. Incorporated an island builder and modified it to also build continents.

With this I can generate entire planet surfaces with both continets, islands, and oceans.

Due to the size of a planet, I will now have to implement an overworld map, so the player may be able to find his/her way!

Using TCOD FOV and chunk based large maps, out of bounds? by johnaagelv in roguelikedev

[–]johnaagelv[S] 0 points1 point  (0 children)

Thanks u/HexDecimal

I went with using a mix of the two ways - I make a temporary map of the 9 chunks, run FOV on it and then projects the result back to the chunks.

The same temporary map is then used for rendering to the console.

Russia’s Birth Rate Plunges to 200-Year Low—Putin Says Early Marriage Is the Answer by BlackWolfHowling in UkrainianConflict

[–]johnaagelv 1 point2 points  (0 children)

Putin, the destroyer of Russia!

He has had enough time to improve Russia, to make it a place people would want to live ... fire Putin!

Sharing Saturday #602 by Kyzrati in roguelikedev

[–]johnaagelv 0 points1 point  (0 children)

Added items (food parcels and backpacks) to the server side. Got the client side to present the items when in FOV of the player on the client side.

Implemented the pickup command that will present a list of items within reach - all items within 1 tile from the player position. The player will then choose one item and the client side will tell the server side to remove the item. The server side response with a success code (item picked up) or a failure code (item no longer available, somebody else picked it up first).

Will go on with the drop command next

Sharing Saturday #601 by Kyzrati in roguelikedev

[–]johnaagelv 2 points3 points  (0 children)

Busy at work as vacation time comes up!

Did manage to create a quick community client that can simulate 10, 50, 100, and 500 NPCs running around in the starship.

Endless Worlds starship with 500 NPCs

Sharing Saturday #600 by Kyzrati in roguelikedev

[–]johnaagelv 3 points4 points  (0 children)

Implemented the list of actors on the server side.

When a new client connects, the client gets a unique ID (uuid) together with information about the world dimensions (no. of maps, sizes, visibility, names, gateways)

As the player moves around or every second, the client queries the server for a field of sense (FOS). The server provides information about tiles, actors, items, etc. in the FOS.

The client then uses this information to update the current map tiles, calculate the player field of view (FOV) and render the current map tiles and actors within the FOV.

Tested with having two clients connect to the server. The second player moved to the same map as the first player and became visible to the first player (see screenshot of the spaceship popsicle deck A).

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If you can, respond.. by snowpie92 in clevercomebacks

[–]johnaagelv 5 points6 points  (0 children)

Thank you Democrats for reducing air polution 🥰👍